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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/stdshaders/portal_ps11.fxc
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'materialsystem/stdshaders/portal_ps11.fxc')
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+// STATIC: "MAXTEXTURESTAGES" "0..2"
+// STATIC: "HASALPHAMASK" "0..1"
+// STATIC: "HASSTATICTEXTURE" "0..1"
+
+// DYNAMIC: "ADDSTATIC" "0..1"
+// DYNAMIC: "PIXELFOGTYPE" "0..1"
+
+// When max texture stages is less than 2, we go into multipass mode, but without a static texture, we consolidate back to a single pass by using gray as static
+// SKIP: ($MAXTEXTURESTAGES < 2) && ($HASSTATICTEXTURE == 0) && ($ADDSTATIC == 1)
+
+#define TEXTURESTAGES (MAXTEXTURESTAGES + 1)
+#define USESTATICTEXTURE (((ADDSTATIC == 1) && (HASSTATICTEXTURE == 1))?(1):(0))
+
+#include "common_ps_fxc.h"
+
+
+
+const HALF3 g_StaticAmount : register( c0 ); //x is static, y is 1.0 - static
+
+sampler PrimarySampler : register( s0 );
+#if( TEXTURESTAGES == 3 )
+# if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) )
+ sampler SecondarySampler : register( s1 );
+# if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) )
+ sampler TertiarySampler : register( s2 );
+# endif
+# endif
+#elif( (TEXTURESTAGES > 1) && (HASALPHAMASK == 1) )
+ sampler SecondarySampler : register( s1 );
+#endif
+
+struct PS_INPUT
+{
+ float3 vPrimaryTexCoord : TEXCOORD0;
+
+# if( TEXTURESTAGES == 3 )
+# if( (HASALPHAMASK == 1) || (USESTATICTEXTURE == 1) )
+ float2 vSecondaryTexCoord : TEXCOORD1;
+# if( (HASALPHAMASK == 1) && (USESTATICTEXTURE == 1) )
+ float2 vTertiaryTexCoord : TEXCOORD2;
+# endif
+# endif
+# elif( TEXTURESTAGES > 1 && HASALPHAMASK == 1 )
+ float2 vSecondaryTexCoord : TEXCOORD1;
+# endif
+};
+
+
+
+
+HALF4 main( PS_INPUT i ) : COLOR
+{
+ HALF4 result;
+
+# if( TEXTURESTAGES == 3 ) //we can do everything in one pass
+ {
+ result.rgb = tex2D(PrimarySampler, i.vPrimaryTexCoord.xy ).rgb;
+
+ //mix in static
+# if( ADDSTATIC == 1 )
+ {
+ result.rgb *= g_StaticAmount.y; //inverse static on original colors
+
+# if( HASSTATICTEXTURE == 1 )
+ {
+# if( HASALPHAMASK == 1 )
+ result.rgb += tex2D(TertiarySampler, i.vTertiaryTexCoord ).rgb * g_StaticAmount.x; //static
+# else
+ result.rgb += tex2D(SecondarySampler, i.vSecondaryTexCoord ).rgb * g_StaticAmount.x; //static
+# endif
+ }
+# else
+ {
+ result.rgb += g_StaticAmount.x * 0.25; //mix in gray
+ }
+# endif
+ }
+# endif
+
+# if( HASALPHAMASK == 1 )
+ {
+ //alpha mask
+ result.a = tex2D(SecondarySampler, i.vSecondaryTexCoord ).a;
+ }
+# else
+ {
+ result.a = 1;
+ }
+# endif
+ }
+# else //multiple pass configuration
+ {
+# if( ADDSTATIC == 1 ) //in multipass configuration and adding static
+ {
+# if( HASSTATICTEXTURE == 1 )
+ result.rgb = tex2D(PrimarySampler, i.vPrimaryTexCoord.xy ).rgb;
+# endif
+ result.a = g_StaticAmount.x; //in multipass, static is achieved by alpha blending the static onto an existing cutout pixel in the destination pixel
+ }
+# else //in multipass config on the cutout pass
+ {
+ result.rgb = tex2D(PrimarySampler, i.vPrimaryTexCoord.xy ).rgb;
+
+# if( HASSTATICTEXTURE == 0 ) //there's no need to do another pass if there's no other texture to mix with, just mix in gray
+ {
+ result.rgb *= g_StaticAmount.y;
+ result.rgb += g_StaticAmount.x * 0.25; //mix in gray
+ }
+# endif
+
+ result.a = 1;
+ }
+# endif
+
+# if( (TEXTURESTAGES > 1) && (HASALPHAMASK == 1) )
+ result.a *= tex2D(SecondarySampler, i.vSecondaryTexCoord ).a; //modulate in the alpha instead of setting it so we get blend as well as mask
+# endif
+ }
+# endif
+
+ return result;
+} \ No newline at end of file